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FlimFlamm

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Everything posted by FlimFlamm

  1. FlimFlamm

    Returning player

    There have been more than a few content additions but no major game-play content has been added since wolves. Personally I've been lurking and patiently waiting for some kind of aircraft or base-building to be implemented, and if I had to guess I'd say it's still going to be at least a few months before we get them. I do expect Beta on EXP in a month or less though, although it likely will not have aircraft or base-building in it to begin with.
  2. FlimFlamm

    think about it.

    The game is still missing critical components that will place it on par with what the mod achieved. The answer is quite simply that we need long term persistent base building (and in my opinion: aircraft) in order to give players something to do over the long term rather than just run and gun night after night. Modding will be truly great and in the end it could be bigger than we all ever imagined, but the core DayZ player needs persistent base-building in order to bring the game-play up to where the mod was at.
  3. My father has very rudimentary experience with technology. I expect setting up VR for him would have a similar effect to the first time an audience was shown a 3D projection of a train rushing toward them.
  4. Hey, this is probably obvious to you, but you ought to invest in the biggest and highest definition monitor you can get your hands on. My dad has poor eyesight and the only thing that ever excited him was just -bigger screens-.
  5. FlimFlamm

    ONE Thing You Want Most!

    I want access to aircraft so badly...
  6. FlimFlamm

    Individual Hand Slots

    Being able to hold one-handed objects in either hand allows the second hand to hold other things, perform other actions, or even be damaged/unusable. Under such a mechanic, two handed objects like picks and rifles could be held in one hand, but in order to be "wielded" would require the use of both hand slots. I realize this is a massive ask from a programming and animation perspective, but the long term benefits to such a system are endless. Right now the way we interact with everything is cumbersome and telepathic. We need to put our gun onto our backs in order to eat an apple, and when we are carrying large objects with both hands, doors and world objects telepathically obey our commands without the need to actually interact with them. If we had a dual hand slot system, players could eat apples while aiming and firing a pistol. In order to interact with world objects they would need to free up one of both hands depending on the nature of the action (example: temporarily "un-wield" your M4 to a one hand carry in order to free the other hand to open a door). Crafting and item combination could primarily entail holding both parts at the same time in order to combine them. Holding two objects which both have some combined utility, like a torch and a one-handed meele weapon, would be easily achievable. Performing certain actions like applying a saline bag to a friend could require holding the saline bag in one hand and the needle end with the other in order to actually apply it. In some ways interacting with objects and the world is made more complex, but general object use and management would become much more pleasurable because you could hold important items (like weapons and lights) in one hand while freely using and manipulating items and world objects with the other hand. Right now taking items in and out of the single hand slot makes you vulnerable and the constant switching back and forth can feel annoying at times, which would be handily remedied if we had a second hand slot to work with. This kind of dual slot mechanic would require the ability to switch between the "active hand slot" so that when a player left clicks the game knows which hand slot to carry out the attack on (note: certain combinations like two pistols or two brass knuckles, or two empty fists could cause an automatic switch between active hand slots when an attack is triggered, so that they can be effectively dual wielded). This also opens the door to arm-specific injuries. If one arm is broken then players would only be able to carry out one-handed actions and use one-handed objects, and possibly be unable to carry objects like barrels which require two hands. If both arms are broken then the player would be unable to do anything at all except transfer items in and out of their inventory and a basic set of world interactions like opening doors. (This might seem cruel, but it's not. If you get your arms shot up in a firefight, then you will pose basically zero threat to your enemy, which means they might not actually execute you on the spot in order to feel safe. You can go convalesce behind a tree somewhere or beg a fellow survivor for some medical attention). The "raised hands" mechanic might need to be modified to apply to individual arms separately, and the main programming hurtle would be re-doing and mirroring a crap ton of one-handed animations, including things like pistol aiming. Switching between hand slots when not simply wielding double handed objects would become a constant and integral part of playing the game. Interacting with the world with two pliable hands is overall much more realistic than the modified gun-rack that is our current "hand slot". Even for a military simulator (which is the bread and butter of ARMA) having two individually simulated arms and hand slots opens the door much more realistic and dynamic in-game possibilities, like individual arm-injury simulation and generally more pleasurable and realistic interaction with objects going in and out of hand slots (as opposed to eating an apple forcing you to put your gun completely away). Again, I do realize that this might be a massive ask from a development perspective, but I think the difference it would make in the long run is beyond measurement. Thoughts?
  7. FlimFlamm

    The Turning Point

    For me the turning point was when they began to complete and install the engine/renderer, but technically we're still mid turn.... Until I get an aircraft to fly the game won't feel like the DayZ of old (epoch mod style).... Good thing my patience is nearly infinite ;)
  8. FlimFlamm

    Exp Update 0.62.139507

    Dipped my toe in .62... New sounds strike you immediately, which is very nice. Do the crickets shut up for awhile when you fire a gunshot? (I hope so) The new forests are looking much more realistic, although at least with the older models the dang zoom/unzoom-shader flicker still persists... Anyone got pictures of the new western border?
  9. FlimFlamm

    Exp Update 0.61.138957

    Since this is a .63 update and not .62 it doesn't really give any indication. .63 has been worked on for a long while now, it's the biggest update that DayZ will probably ever get all at once, which is why it could take many more months for them to finish it. I'm really hoping for .62 to come sooner rather than later, but .63 (and aircraft) are what I'm really waiting for. Once base-building finally gets implemented, this game will explode with long term playability. #WhenDoAircraftArrive?
  10. FlimFlamm

    Exp Update 0.61.138957

    I have a different trick for un-sticking cars which is actually more effective: Remove 3/4 wheels (you might need to play with where the 1 remaining wheel should go), and the car goes into "slide mode" which is somehow meant to simulate not being able to control your car when 3/4 wheels are destroyed... It allows you to pivot your car basically through obstacles that otherwise have you completely stuck (like a garbage pile). This is related to "vehicle spinning" I believe, so it might get patched out soon.
  11. FlimFlamm

    Q&A with Map Designer Adam Franců

    What if anything can be done do the northern and western borders of Chernarus? Can Chernarus become an Island? Can it be blended into desert terrain?
  12. FlimFlamm

    Exp Update 0.61.138792

    Hey gents! I've got a military tend (loaded with ammo and various clips/guns/attatchments) located at the top of Zub castle (located west of mogilevka) on the Northeast 01 experimental server. I've got some barrels with hides I'm soon to tan as well... Anyone should feel free to stop by and take what they want, because as patches get released everything gets wiped! Also, does anyone know where amphibias are presently spawning? Is it only at heli crashes?
  13. FlimFlamm

    BETA in 8 months or less.

    As long as we get some aircraft and base-building, I'll have no anxiety!
  14. FlimFlamm

    I am looking for crash, can you help me?

    I play on underpopulated experimental servers mostly so I've not encountered this bug, however, I have encountered a phenomenon where the longer DayZ is open, the more unstable performance becomes, and eventually a crash will occur (crashes most often in fullscreen mode x64 bit client). Perhaps crashing from the queue will tend to occur only after the game has been open and active for some time, which may be affecting attempts at reproducing it.
  15. FlimFlamm

    Exp Update 0.61.138602

    Been putting a few hours into the last few EXP updates. Crashes are still occurring but other than that bugs are few and far between. The one minor bug that's driving me crazy is the server restart and restart message regime on northeast 01 is totally screwed up. The server doesn't seem to actually restart every 12 hours and constantly throws misleading restart messages. Killed by a wolf, killed by a zombie, dying to find a .22 pistol mag for my amphibia Lots and lots of rain
  16. FlimFlamm

    Flickering textures, bought new PC, no change

    Please provide video of some kind showing the effects you're referring to. It sounds like you're vastly over-blowing the amount of flickering you are actually getting. We all get some texture flickering, but for the most part the game is quite playable despite it. Turn your objects and textures settings down in DayZ graphics (or turn them up), and look into the texture settings of your graphics card user interface.
  17. FlimFlamm

    Bring the Night back

    One thing that coulod possibly make better darkness really interesting is dynamic star/moonlight such that under trees, in dark houses, and under cloud cover could become more classically pitch black. When and where starlight and moonlight is available, vision comparable to what we have now would be possible. This would have a bonus of making forests scary at night, abandoned dark houses creepy, lights more valuable, and stormy nights overall more terrifying. Cheers!
  18. FlimFlamm

    Exp Update 0.61.138488

    It's alright, I'll get over it. I realize I could have used the V3S I brought in order to unstick the car, but this EXP patch features a fix or vehicles getting stuck on low obstacles, which is why I was thoroughly testing to see if it could get itself out.
  19. FlimFlamm

    Exp Update 0.61.138488

    Anyone else getting what seem like false server messages concerning server restarts? I keep driving to near my regular haunts every-time I see a server restart message because I don't want to get stranded, but then the server never actually seems to restart... Sometimes my vehicles don't de-spawn even when I'm positive a restart has occurred. It's as if persistence is being turned on and off while constantly getting erroneous server restart information.
  20. FlimFlamm

    Exp Update 0.61.138488

    Yes. I came back to the Sedan a second time and tried to unstick it again, at which point someone ran up to the car and shot me in the head without saying a word, despite me pleas to not shoot. There were only 5 people on the server so my guard was down (it's a game, my fault, bla bla, yaya yata), but it still bothers me that people playing on experimental will kill for inventory scraps, or nothing at all, especially when someone is peacefully trying to do relevant testing and help development. I didn't mention it because it was an uninteresting and pathetic interaction. Focusing on it only leads to anger and hate, which then turns people into the very kind of player they hated originally. I was fully geared, but on a constantly empty server with vehicles everywhere not having gear just means someone stinks at the game. I don't mind being killed by stinky players, they may win the battle but they always lose the war.
  21. FlimFlamm

    Dont wanna make new thread?Use this!

    Don't you worry your little land-locked head about it! You will be 100% free to toil in the mud and zombie muck throughout the endless spiral of drudgery that lay in store for all ye ant-like dirt-dwellers. You will be sorting your sweaty pre-owned zombie-underpants one day when you will hear an engine roaring in the distance. As it approaches you will look up and what you will see will make you realize that the majesty of flight and the angelic like grace of planes and helicopters far out stripes the ingloriousness of your soiled and solitary existence. "Wow, they look like ants from up here." "They are ants.... THEY ARE ANTS!!!!!!!"
  22. FlimFlamm

    Dont wanna make new thread?Use this!

    I'm so desperately waiting aircraft. I'm hoping if ground vehicle physics and desync gets sorted this go around that there should be no reason for aircraft not to finally make an appearance! P.S has anyone heard anything about aircraft since the plane trello teasers?
  23. FlimFlamm

    Exp Update 0.61.138488

    The bus seems to work good, but these curb blocks prove too much for the Sedan; it needs more clearance on the undercarriage. As far as I could see nothing actually touched the curb that runs under the car, but it was well and truly stuck none the less.
  24. FlimFlamm

    Exp Update 0.61.138488

    I'm playing on experimental where the behavior I described is occuring. I'm aware of alt+tab. The crashes I described when i double tap the alt button in order to look around without having to hold alt to do so.
  25. FlimFlamm

    Exp Update 0.61.138488

    Yes I'm on exp. It tends to happen when im sprinting foward+strafing+alt-looking and then press tab. And also sometimes when I get out of vehicles and then press tab. Tends to happen in cities I think. I've gotten the memory crash while driving once when speeding through a city (FPS drops proceeded it), and once when my car decided to flip into the air and do epileptic somersaults. Might be the result of too much demand being placed on the memory in fast moving/FPS+renderer heavy scenes.
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